#ue4-general

1 messages · Page 952 of 1

plush yew
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@raven island

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oh

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I see it now

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Thank you @raven island it worked

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but idk how to take away part of that mesh

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like just have it where there's a doorway floor

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I don't need the whole floor part, just the floor for the doorway

raven island
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neither do i. not that good with geometry

fickle plinth
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Anyway to get around SDF shadows not being available on stationary lights? I wanted the soft shadows on dynamic objects whilst being able to bake indirect lighting.

vapid karma
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did anybody tried to install houdini and how to deal with licence ???

plush yew
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Hello guys I have problem with my movement input

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it is runner game

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this code I got it from dev squad for the mobile runner game

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it works when I move only with the arrows

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I want to make it the user to plays with w a s d and the arrows

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how I can do it

timber nymph
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@plush yew do you have anything like that?

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and does it work if you play outside the editor?

frank pumice
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how is that possible

timber nymph
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character movement is a component

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firstpersoncharacter is an actor

frank pumice
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I get it, do you maybe know how I can fix the problem

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like what do I have to do now

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I am still learning you know xD

sudden glen
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you dont need to cast

timber nymph
sudden glen
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you can directly set the walk speed

frank pumice
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Ohhh

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That's cool

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Okay thanks guys, I got it 👍

timber nymph
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oooooooh

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I set bEditable to false in a constructor and the actor is gone

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but it's still in the world

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lol crap

rancid lynx
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if I add 10 instances to this instance component. how do i access instance number 5?

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hmm X_x, i guess i could manually add each return value to another array X_x. nm, after 20 minutes of thinking, it suddently hit me after i asked. i guess thatll work

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ffffl X_x finally

timber nymph
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isn't the instance id just 4?

rancid lynx
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hmm yea, instance INTs wont help.

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i need references

timber nymph
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you can't

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the accessors in the instancedstaticmeshcomponent take IDs

rancid lynx
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i want to savegame, and save those instances.

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how do i save that? i understand how to save and load variables, but i dont understand what you just said murphy, acesssors ids

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this doesnt take ids via accessors correct ?

timber nymph
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I don't know what that is

rancid lynx
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your guess is correct

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instanced static mesh comp array

timber nymph
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if you want to access the instances you have to use the id

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so you can save the IDs like you said

rancid lynx
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id I can understand but.

timber nymph
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but there aren't like, object references in the component for you to serialize out

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it doesn't use a data structure like that

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it's probably just an array of transforms

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you have to manage saving that yourself I think, and recreate it on load

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that's what I'm doing anyway

rancid lynx
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yea, thats what im trying to do. thanks.

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sweet. that should work. thanks

timber nymph
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yea that id you need is the return value from addinstance

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I just have them in a map

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why do you need to get the instances back out of the component though?

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if you're adding them then you probably already have the transforms to save?

vivid totem
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IDK if it's right to post here, so sorry in advance:
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if yo...

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timber nymph
rancid lynx
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depending on the second missing half of your question ,

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yagslol

vivid totem
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tnx for the channel link

lunar timber
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anyone ever run into the problemo of having to call up your ingame pause menu during a level sequence?

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Im finding that the level sequence will not pause

short geyser
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Hello. Is there a way to import a flipbook in Unreal Engine by importing multiple textures? Apparently there was an option to do that in UDK but can't find anything for UE4. Thanks

plush yew
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the scale is the opposite of D, hmm

timber nymph
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well A and D are mapped to moveleft and moveright and you have opposite signs in the blueprint too

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so you're inverting the sign twice

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also you're handling A and D in both of those blocks

little oyster
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I have 2 PC's running Source Builds of UE4, yet one of them adds UnrealLaunchDaemon to it's .sln file and the other PC doesn't when I Generate Visual Studio files, just curious what determines if this is added or not

next badger
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@upper heart yeah, i understand that. but this request been there for several years

thin sluice
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Where can i have technical support, cause i have a crash problem with my script, but it dont crash every time i run it and im trying to find the problem but i can't?

next badger
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@thin sluice define "script"

thin sluice
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?

fallen raven
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I'm making it possible for the player to change textures on walls runtime. Anyone know if it's better to have multiple materials on the wall (one for each side of wall, borders etc), or only use one material where multiple textures can be swapped? Any difference in performance? I think I would need 4-5 materials for a wall piece.

thin sluice
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@next badger ?

next badger
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ue4 has no scripting language

thin sluice
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i called it a script

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my bp

next badger
tough perch
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Hi I have a problem. I'm creating third person game and enemy collisions ignore camera and thats okay but when they die I set collision type to ragdoll and camera no longer ignore them. How to set camera boom ignore ragdoll collisions? Or make radoll collision type ignore camera?

primal oasis
thin sluice
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How can i find the problem if the game crash?

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@primal oasis ?

primal oasis
thin sluice
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no

primal oasis
thin sluice
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when i play it

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and not always

primal oasis
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And Unreal crashes entirely? The app closes? Or it hangs, or what?

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Turn on the Output Log

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and see for anything there

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Also check log file after the crash maybe

thin sluice
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it hang

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No response

next badger
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hang != crash

thin sluice
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where are the log?

next badger
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-Project-\Saved\Logs

thin sluice
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]LogPhysics: Warning: UWorld::FindTeleportSpot called with an actor that is intersecting geometry. Failed to find new location likely due to actor's root component not being a collider component.

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that one thing

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i think

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28/30 of the log it my print thing

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?

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ping me

primal oasis
fierce tulip
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@thin sluice if someone does not reply right away dont go

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doing this

thin sluice
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not really

fierce tulip
thin sluice
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im still here

primal oasis
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can you give us some context?

thin sluice
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i start the play the game and it sometime crasg

primal oasis
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yes, but the teleport bit

thin sluice
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it to spawn obstacle

primal oasis
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ok so it needs to find a non-colliding location

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which isnt being found

thin sluice
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it raycast to find the ground then spawn the obstacle at the hit point

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what is that6

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non-colliding location

primal oasis
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a location without a collider object

thin sluice
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a collision?

primal oasis
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needs somewhere without blocking collision

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yers

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*yes

thin sluice
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no

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it not supposed to do that

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i mean it spawn the obstacle a the impact point

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where the line hit and object

primal oasis
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what is it spawning?

thin sluice
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asset

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whitout bp

primal oasis
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maybe write something to find a point close to the insersect

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but not directly on top of it

thin sluice
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?

primal oasis
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you wont be able to spawn it on top of an object with collision

thin sluice
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why

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it work

primal oasis
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it doesnt work because its giving u an error

thin sluice
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idk why is that a thing in my script

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it work

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it spawn

primal oasis
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if it works then you're all set to go

thin sluice
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but it crash

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some time

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not every time

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that what i dont understand

primal oasis
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write some logic to check what FindTeleportSpot is returning

thin sluice
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but

primal oasis
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when it returns false, priunt something

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and find out why

thin sluice
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is it an node

primal oasis
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debug it bascially

thin sluice
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the find spot

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if you want i can make a screen share?

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and show the pb

primal oasis
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you have a Teleport node presumably?

thin sluice
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it an set location

primal oasis
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no dont screenshare sorry im in the middle of a game

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what node is triggering the teleport action?

thin sluice
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that the part that spawn the object

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that the one that choose

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but right now there only 3 thing that spawn

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but i dont see any teleport

primal oasis
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its gonna be SpawnActor probably

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the collion override is what will be trying to place the object

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what are the options in that dropdown?

thin sluice
primal oasis
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see what happens when you switch to ignore collisions

thin sluice
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crash

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it just crashed

primal oasis
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ok

thin sluice
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the new one

true falcon
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Uff, what's a good name for an Enum that can only be left or right?

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Direction2D? 🙂

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LateralDirection

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but what then would you call back and forward

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AxialDirection perhaps

primal oasis
# thin sluice

you may have to just write some logic to determine a position that doesnt collide yourself

true falcon
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I used to think I was a cunning linguist

thin sluice
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Yourself?

primal oasis
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i mean if Spawn Actor isnt handling the position change for you well enough

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(hence the crash)

thin sluice
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I still dont understand

primal oasis
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ok so you're trying to spawn an object at the insersect of something and your line trace yes?

thin sluice
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the trace line yes

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it intersecting the grond

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ground

primal oasis
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ok and if the spawned object collides with another object its crashing

thin sluice
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idk maybe

primal oasis
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well its the last thing in your log before it dies so i presume so

thin sluice
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it work

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it spawn

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on the ground

primal oasis
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hmm

thin sluice
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but sometime it crash

primal oasis
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yes

next badger
primal oasis
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so sometimes its not placing it in a non-collding place

thin sluice
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it placing it where the ray hit it

primal oasis
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yes but the dropdown option 'try to adjust location' option is meant to find somewhere that it wont collide

thin sluice
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it put it ignore collision

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and it still crash some time

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and 2 sometime the thing dont spawn

primal oasis
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i think maybe someone else can offer some advice, its beyond my experience sorry

next badger
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@true falcon i like the LateralDirection it speaks more

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*tells?

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it provides more info on what it is

true falcon
thin sluice
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btw i need to go bye, and thank for the help (:

primal oasis
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np, good luck

next badger
true falcon
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had to google that one 🙂

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I mean I guess you could use longitudinal and latitudinal, but that kinda implies geo stuff

true falcon
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Transverse Axis... that's a handy term

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or I guess you could use Perpendicular

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"In Todays Episode of Linguistics for Programmers" ... :))

tough perch
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@next badger I did it like this

weak cypress
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is there a way to install UE4 on linux without taking a billion years?

true falcon
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I hear NASA is working on an optical computer

next badger
tough pagoda
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Hello, I have problem. When I migrated files to my current project from another project and moved files to pre-made by me folder, Editor can't find materials. Exactly materials. With other type of files Editor work good and find them.

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Anybody can help me with that?

next badger
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@tough pagoda all .uasset must stay at same places relative to Content root

cosmic nexus
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Hey everyone, so i'm getting into unreal lately to do some arch viz and been watching tutorials. I'm currently stuck on a part where the tutor doesn't go into how he set up a hdri ambient light, would anyone know how this was done?

(I've time stamped the part of the video i'm talking about)

https://youtu.be/dQ8bqHUg5To?t=598

Any help is greatly appreciated 🙂

In this 4 part series, we'll cover how to light an ArchViz interior scene from start to finish. Through this series, you should gain a much deeper understanding of lighting and lighting principles when working in Unreal Engine 4. The principles taught in this series should apply to any lighting situation in UE4.

In Part 2 we cover setting up th...

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cosmic nexus
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oh sorry my bad

next badger
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it's ok, but there you'll get your answer faster

cosmic nexus
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Thanks again, just in the tutorial i think he's using an emissive material on a sphere but it doesn't quite seem to work for me

next badger
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@cosmic nexus well, he uses SLS capture it seems

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skylight can be either SLS capture or specific HRDI

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the skydome it just emissive material

cosmic nexus
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The sky box object he has is just an emissive material on a sphere?

next badger
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@cosmic nexus yes, and sphere should be set to static, if it's not explained in the tutorial - watch another

tough pagoda
next badger
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@tough pagoda no, only inside ue4

tough pagoda
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Man, I understand.

next badger
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@tough pagoda each file stores a reference by path

tough pagoda
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I can't create folder in Content and move files to this folder.

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Even this folder was made in Content folder?

next badger
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you should move files axactly as they were placed before

tough pagoda
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I don't understand.

cosmic nexus
buoyant graniteBOT
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:triangular_flag_on_post: Hamdy#4399 received strike 1. As a result, they were muted for 10 minutes.

kind hinge
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Hi guys, is there a way to prevent the sound from overlapping when I press a button? as it keeps firing multi sounds during the action, even with do-once.

regal path
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I'm using 4.26

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and i got this error when packing my game

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Cannot create SoftObjectPath with short package name 'False'

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it seems to be 4.26 related

primal oasis
primal oasis
frozen pond
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hi, when i'm setting actor rotation my camera doing werid stuff, like some kind of flickering ?

tame lion
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Hello Guys! I am trying to set up a good Camera for a third person shooter so i attached the springarm to a socket on the shoulder of the skeletal mesh but now it is shaking like crazy when running. Is there an easy way for the camera to ignore the player character's animation ?

plush yew
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hey umm dont really know whats going on but in my unreal project for a game when im trying to add a key press even on my player it wont show up in the search area for that key, it will show in my map blueprints but not in my player blueprints anyone know why ?using the unreal engine 4.25.4

next badger
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@plush yew make sure you're not in construction tab

calm pollen
next badger
plush yew
kind hinge
worn wasp
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Can anyone suggest a multiplayer friendly way of making a jetpack in ue4 fr the third person character?

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I am using add force but it is working differently for host and the client

next badger
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@worn wasp BP/C++ ?

worn wasp
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Bp

calm pollen
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is there a way to change the dimensions of the play window? i have a portrait-screen mobile game but when i test it the game is in 1920x1080 so everything looks weird

next badger
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@worn wasp you can try to look a swim mode, not sure it works with bp only

worn wasp
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I tried

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It messes up in multiplayer

next badger
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@calm pollen project settings

plush yew
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anyone familiar with matrix struct? it says on documentation '4x4 matrix of float values' but when I break it it gives me this kinda geometric interpretation? how can I set the float values inside the matrix

next badger
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@plush yew X plane is 4 vectors of 4

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break each

plush yew
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i guess doesnt matter each 'plane' breaks into 4 floats

fluid bronze
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Does anyone know the name of that website where you can make an event graph and stuff like that?

calm pollen
next badger
fluid bronze
frank oar
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Hey,
Does anyone know of a course for making or taking a character mesh from blender and retargeting it to work with the unreal mannequin animations ?

I would really like something to follow along and Im happy to purchase it.

next badger
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@frank oar rigged blender character?

slim atlas
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Does anyone know what i'm doing wrong, I'm trying to install games but I don't have options like you are supposed to?

magic fern
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This always goes to failure, anyone knows why?

frank oar
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Well @next badger Im unsure of the process so I dont know wether it is better to rig and retarget or just to retarget the new mesh to the unreal skeleton if thats possible ?

I would really like to follow along with something just to learn the process.

next badger
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@frank oar you can not retarget unskinned mesh, it should have a skeleton in a first place

frozen pond
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how could i do capsule trace but in desired rotation?

frank oar
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Thats why I would like to follow along with something from start to finish @next badger so I get a good understanding of the process.

slim atlas
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Found it ya'll!

obsidian nimbus
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@slim atlas how did u remove the store from the launcher? 🙂

slim atlas
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There is a setting that was on for me by default 😕

obsidian nimbus
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ahh cool

timber steeple
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Hey Guys,

I make trees in blender, with sapling add on and I have the fbx for it which I export from blender.....

What is the best way of importing the fbx and apply materials to it....

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When i export the fbx and leaves a child of the tree, it shows as two different meshes in unreal

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but if I join the tree and the leaves into one mesh, then how can i apply materials

fair veldt
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Hey guys, does anyone have experience with World Composition, or UE4 landscapes in General?

I'm trying to create multiple landscape maps in World Composition, and create a constant downwards angle over multiple landscape terrains, I'm using Landscapes and using splines to map a road into a mountain, which I want to be able to travel down for a fair distance, the problem is that eventually I hit the -Z limit, and for this implementation I need to not be limited by that amount.

Does anyone know if there is a way to tile landscapes together over a longer Z distance? I've tried adjusting the Z scale on landscapes, however then I'll be limited by floating point precision at some point, so I wanted to see if there was a way of doing it in World Composition and tiling it similar to how landscapes can be tiled in the X and Y directions?

Any help would be awesome, feel free to @ me 🙂

indigo spindle
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I got this weird error when creating new c++ project

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I have visual studio 2019 installed

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But I don't know why it needs visual studio 2017 to generate project

wanton lotus
indigo spindle
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I have done this 2019 before

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And it worked then

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This is first time I am seeing this

wanton lotus
indigo spindle
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I get your point but I had previously created project when I didn't had visual studio 2017

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I only had 2019

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And it worked then

wanton lotus
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Not sure, something must have changed since then.

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Either in the engine or on your machine.

pale token
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Uuuh, this sounds dumb. What would I search for if I wanted to make animations for a texture- so like an oscilloscope animation on a computer screen, how would I go about trying to find out how to animate that? xD

wanton lotus
pale token
#

Ah okaayy ;; thank you

plush yew
#

anybody here ? :/

deep viper
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@plush yew I believe this server is significantly slower than usual on Sundays. Just my personal guess though.

plush yew
#

i see :/

deep viper
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I know your pain. I'm also trying to figure something out with no success atm.

plush yew
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@deep viper u should post , someone will eventually help

topaz eagle
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Is anyone here particularly skilled with sidescrolling or isometric views?

frank oar
#

@next badger btw I am wanting to learn because recently I have had so much trouble trying to swap the mesh of the male manequin to that of the new female on in my project, I have been unsucsessful after days of trying to work it out.

covert moss
#

Does anyone know how to fix this displacement bug without messing with the r.Raytracing.NormalBias since it just ruins all the other shadows in ur scene? I've had this issue for so long now i'd appreciate it alot if someone could help me, Thanks! 🙂

rigid belfry
#

is there a way to have the text render component mirror both ways?

covert moss
rigid belfry
#

set view to wireframe and see if the lod is changing

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because landscape does that

rustic pewter
#

does someone know what could be the reason that i dont get intellisense in visual studio

covert moss
flat dirge
#

anyone know how you get an unreal engine license attached to your epic account? for some reason i can't get quixel to let me access the unreal engine tier of megascans

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apparently the epic account i'm using to run unreal doesn't doesn't have an unreal license lol

rigid belfry
#

is there a way to get a random name from inside a dataTable?

grim ore
#

random row name? put the row names in an array ahead of time and then get an random from that array and feed it into the row name

next badger
#

A tutorial on how to use Uefy 2.0 to rig characters that already have a skeleton for Unreal Engine 4 marketplace animations.

https://www.rakiz.com/uefy

In this video we take a prebuilt mixamo character that already has a skeleton. The original skeleton is missing several bones we need in the engine. Such as the root bone required for root moti...

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frank oar
#

I will check this out now tyvm @next badger for your time!

rigid belfry
#

this should work

next badger
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@frank oar I highly recommend to switch to 4.26 and learn Control Rig

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as for animation it's a tool that has no alternative

frank oar
#

I will absolutely check it out tyvm @next badger

next badger
#

Control Rig is a scriptable rigging system that is based on Blueprint and is mainly designed for controlling properties to drive animation. This week on Inside Unreal Helge and Jeremiah will break down the Mannequin Control Rig example from the Marketplace, show how to use Control Rig with Sequencer to animate a character, give tips on how to de...

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Let's explore the latest animation features available in Control Rig for Unreal Engine 4.26! The team will cover updates to the Control Rig Mannequin Sample that's available on the Marketplace, rig sharing with Control Rig Components and Setup Graphs, attaching multiple Control Rigs for animation authoring, Slope Warping breakdown with post-proc...

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rigid belfry
#

for some reason the color is not being updated to what i've set up. i have 3 possible colors. r,g,b. the master material has a v3 parameter(which is black) and on begin play all the actors are black, which means this initialization is not working

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wait

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am stupid

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forgot to type in the Parameter Name

frank oar
#

saved thank you @next badger looks like I have some studying to do!

next badger
frank oar
#

Looks that way!

frank oar
#

@next badger sorry to pester.
I am following the tutorial for Rigging you posted.
do you happen to know if Uefy is free or not ? there is a link in the video but its not clear where to buy it if I have to...

little warren
#

Anyone know how I can make something like the default UE4 grid floor?

frank oar
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as a floor for you environment @little warren ?

frank oar
#

Do you have blender ?

little warren
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yes but I'm not a 3D modeler, I only have it because I think unity needed it

dawn gull
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Is there a way to see if a coordinate is in a spherical radius around another coordinate?

frank oar
#

@little warren I have used blender to make all the environments for my projects and I can tell you that you do not have to be a 3D modeler to make what you want to (I certainly am not).
I would personally have a plane or box as the floor

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then create a grid using mesh

exotic thicket
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@dawn gull isn't that just a regular distance check?

obtuse siren
#

Hello guys, I need a little advice. This code is to display game over text, however I want it to only appear if the game over boolean is true. Any ideas? 🙂

dawn gull
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I did it and it does it in a cube @exotic thicket

frank oar
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its not as good as creating an actually and using it but its certainly easier.

dawn gull
exotic thicket
#

Something else must be going on with it.... distance is the right way to check if something is within a certain radius of something else

little warren
#

@frank oar I tried making a plane and applying a grid texture on it, but I am getting a warning that it will be bad on performance since I made it huge to be pretty much infinite like the UE one

exotic thicket
#

@little warren you can draw it as a post process material probably... it might be a bit trickier to do. Google for infinite grid shader or something like that

dawn gull
#

@exotic thicket the xyz are the same for the distance and placing the actor, its placing everything perfectly. this is all the code there is for the radius stuff

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the frequency float is unrelated

frank oar
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@little warren as far as I know you'll want to have sections so that it is not ALL being rendered when its not needed, but will look infinite to the player

little warren
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@exotic thicket I might give it a try, although I'm wondering if I can just use the UE one since it's already there

exotic thicket
#

@dawn gull this should pass for all points <15 units away from 0,0,0... if it's not happening then the points you're comparing it to are probably not right

little warren
#

@frank oar yeh that sounds like the easiest way

frank oar
#

@little warren I do not TOTALLY understand how it all works myself yet but I also had problems initially when I tried making my floor as big as my whole map, breaking it into sections helped a lot.

dawn gull
rigid belfry
#

doesnt the floor function round numbers down? what are you rounding in a bool??

signal beacon
#

Hello everyone

#

I have just start to learn UE4, however, I don't know should I create my first project or wait for UE5

#

I afraid of everything will change after UE5 giving out

frail sail
#

Guys is this CharacterMovementComponent can be multithreaded?

dawn gull
#

If you learn C++ the only thing you might change with UE5 is the GUI

#

@signal beacon

signal beacon
#

Well, I actually lack of the knowledge in C++

#

But I have some experience in C and C#

dawn gull
#

Oh, then C++ will be relatively easy to learn

frail sail
signal beacon
#

Yep, maybe. However I think that I can use Blueprint in UE4 so I change from unity to UE4

#

It is earlier for our designer to know what is going on in visible way

obtuse siren
#

I'm looking to only display the test provided the gameover boolean is true

rigid belfry
obtuse siren
#

text*

rigid belfry
#

where are you storing your "game over" variable?

obtuse siren
#

Yea I'm quite new to unreal still

signal beacon
#

May I know that is it easy to make an online game though UE4? For example: MMORPG

signal beacon
#

Is it's default API powerful?

obtuse siren
signal beacon
rigid belfry
obtuse siren
#

I have not added that yet, for now I'm trying just to change the game over test appear and disappear whether the boolean is true or false

#

text*

rigid belfry
#

lets say for example you are coding a platformer

#

when cube falls, there is a trigger box below him

#

now, in your game mode, you have a custom event called "game over"

#

this custom events can create new widgets, reset the player, respawn, do all sorta stuff

#

when the cube falls off the map, the trigger box is triggered, then this triggerbox casts to game mode, and from there you call the game over event

#

thats just one example

#

and thats ignoring the fact that "casting" in general is not a good idea

obtuse siren
#

Ah I see

#

Thanks for your help!

rigid belfry
#

you dont really want to have any heavy logic inside widgets

#

because they run off of tick i believe

#

either widgets, or the bind functions

#

i dont remember

#

even better than casting would be having a game instance that holds all your events

#

that way you dont evne have to cast

#

but its not really necessary

rigid belfry
signal beacon
#

Let me see, thank you very much

rigid belfry
#

its pretty great

#

i personally found it usefull

obtuse siren
gleaming creek
rigid belfry
#

i usually set most function manually

gleaming creek
#

Exactly, more efficient and you normally only want to change the values based on events anyway

rigid belfry
#

anybody experience with creating loot drop tables?

next badger
#

@frank oar yep, UEFY is not free
epic made a free addon for blender:
https://epicgames.github.io/BlenderTools/

kind dew
#

@rigid belfry yep you start check each item via it's drop rate in ascending order.

So lets say you have a loot box of 3 different possibilities: A legendary item: ~1% chance. A rare item: 40% chance. And a common item 60% chance. what you do is you get a random number in range 0-100. First check for legendary, so if that number is less than one then give the legendary item to the player. If not, then you check the second most rare item. So in our case the 40% chance item. If that random number is less than 40, give them that rare item. If that number was higher than 40, then check if it is less than the common item. If so, give them the common item, if not then go to the next rarest over and over. If you get to the bottom and somehow no item was given, then just start over.

#

How would one go about making a vehicle creation system. Similiar to scrap mechanic

frank oar
#

Thank you @next badger will that do the job Uefy does ? I'm going to look into the link you posted and learn to use it

rigid belfry
#

ideally i want to make cubes spawn based on a %. after i make that work, i'll try to implement a way of slowly increasing the chance of higher rarity cubes to spawn.

copper wind
#

Is there a way to set the max FPS when opening the editor? During development I don't need it running at 100 fps while my desktop PC fans whir away like crazy. I open the console and set "t.MaxFPS 20", but it'd great if there was a way to make that happen automatically.

rigid belfry
#

console command

#

t.maxfps i think

#

oh sorry, didnt read the whole question

naive kindle
#

I have a pawn and a player controller. For my game mode, I set the character as the pawn and player controller as the player controller in the settings

#

After, I added axis mappings for mouse x and mouse y

#

I put this code in the player controller

#

wait

#

I'll be back

#

for my character i have a spring arm with a camera attached

#

and nothing in the event graph

#

I think I need something in the event graph but I'm not sure

#

ok is olved it

#

had to check these

next badger
#

@frank oar UEFY better at some places, but no need to buy it as you're just starting

#

but, blender -> ue4 is a pain if you not following the rules. free to ask at #animation

stone dock
#

does anyone know how code miko gets the twitch alert to create events in unreal?

silver basin
#

Anyone else been having a problem with random blueprints failing to compile and corrupting every once in a while when opening the project for the firs time that day?

silver basin
#

Had this happen probably 4 times now

#

i'll work on something the night before, before I go to bed compile everything, save it all, make sure its all working

#

open the next day and it will literally delete the blueprint

#

I've noticed it's mostly happening to widgets.

static folio
#

Have you checked your storage for bad sectors

#

Should also copy your project to another drive if you have one

#

Makeshift backups if you don’t have any running

silver basin
#

yeah i've been making multiple backups a day because i had one massive corruption happen during an auto save and had to start my entire project over from scratch. lost like 150 hours of work. even with the backups though, it's still very frustrating. having to do some tedious thing like setting up widgets is not fun.

static folio
#

Well start a bad block scan in the background just in case

orchid lodge
#

Do widgets work differently with custom events?

#

The text continue comes from a left mouse click

main lotus
#

Hi, not sure what the correct channel is for this.. I tried looking

#

Has anyone tried integrating any form of analytics in Unreal?

#

I want to record events such as "player bought item X". "Player upgraded weapon to level X at time Y"

timber nymph
rancid lynx
#

Im trying to SaveGame LoadGame the instances added to this component. but im not sure how to do it. its not as simple as a for each loop.

#

ive saved all the component return values to an array.

#

but how do i repopulate the instances inside that reference element

supple creek
#

can someone help, total noob question ..where can i find documentation on imported packages

#

i am so lost.. migrating from unity

timber nymph
#

you have the mesh and the transforms, save those

rancid lynx
#

thanks. if i save the game, close the game, and load the game. im not sure how to put the instances back into the game.

timber nymph
#

the same way you made them the first time

rancid lynx
#

i do that during gameplay with a hammer

#

1 at a time. its not an automated thing

#

i convert actors to instances during gameplay.

timber nymph
#

oh ok so you just aren't storing the transforms anywhere else

#

1sec let me open the editor

rancid lynx
#

i use blueprints only.

timber nymph
#

so there's a member PerInstanceSMData and the elements have transforms you can save

rancid lynx
#

transforms yea, that was my idea

#

but i dont know how to access "all " instances from the component

#

so i can For Each Loop save transforms

#

i cant "length" check a component

supple creek
#

🤣 guys , pros, please, is there such a thing as package documentation for every package downloaded from epic library

rancid lynx
#

i dont know mel

supple creek
#

so you never seen it

rancid lynx
#

feel free to come back every 20-30 minutes and check again. but tbh 80 percent of the time i end up googling it faster.

timber nymph
supple creek
#

thank you

timber nymph
rancid lynx
#

thank you murphy

timber nymph
#

sweet is that working for you?

rancid lynx
#

i searched the get's, but i missed tha tone

timber nymph
#

that's why I'm looking at the source lol

rancid lynx
#

well, it might, ill try. ty

timber nymph
#

I have a hard time finding stuff in BP sometimes

#

I think that's what you want

rancid lynx
#

i was just looking at that now. im not sure how to for all loop this yet

#

for each wants an array, not the int return value from the get instance count.

supple cove
#

Hi I have a newbie question

#

I want to import a character into my game for a prop and I only found a 3D printer model of the character

#

Can I import a that into the project?

rancid lynx
#

yes, but it will need "bones" "armature" if you want it to move at all. you can import to blender and manually add armature and "Rig" it, if you want animations.

#

you can probably convet what ever file type the 3d model is to fbx. with blender also.

#

maybe this is much easier than im making it. maybe i can just add a new comp using the comp list arrray. ill try that fire.

#

first

timber nymph
#

I haven't tested it but that should work

#

idk if getpathname is the right name for the mesh

rancid lynx
#

thanks ! ill check this !

timber nymph
#

yeah that should work, that's what I'm using

#

oh sorry I left something out

#

if you want to map from mesh name to an array of transforms you need to create a struct with the array

#

probably just change that map to an array and keep track of the mesh name separately

rancid lynx
#

probably kinda what im doing. i dont understand struct map nodes yet, so i just did it manually with 2 array variables

frail sail
#

Multithreaded rendering+Multithreaded BP, Tick optimizations, async ticking, Baking light build, mesh combination&instanced static meshes, forward rendering = 450FPS in ultra graphic settings yikes

rancid lynx
#

i can save the components to an array, but im not sure the saved components contain all the transforms.

frail sail
supple cove
#

@rancid lynx were you replying to me? So I can import the model but have to rig it up for movements?

rancid lynx
supple cove
#

great thank you! I have heard that Adobe premiere has rigging. is that different? That’s 2d right?

timber nymph
#

premiere? the video editor?

supple cove
#

Yeah I think it’s 2d

timber nymph
#

no it's a video editor

#

it's for cutting clips together not animating

#

you want blender for 3d models

#

you probably found an STL right? you can import that in blender and export as fbx

#

but you'll have to UV map it too

supple cove
#

haven’t checked the file format but probably is the standard

timber nymph
#

I'm sure it's easier to find something premade for your purposes?

supple cove
#

Ultra violet ?

timber nymph
#

texture mapping

#

the UV map tells textures where to go on the model, STL doesn't have those

supple cove
#

yes they are STL

#

oh right ok I’ll look for the textures

timber nymph
#

you won't be able to use them until you UV map the model

#

it's not easy at all

#

your time is 100% better spent finding a model that's ready and moving on with your project

supple cove
#

ok you’re right. I just checked the STL and it prints in pieces and you snap the pieces together after it’s all printed . That won’t work for an in game character

timber nymph
#

lol you can make it work but it'll be a nightmare

#

there are thousands of really excellent free game-ready models

supple cove
#

I’ll keep looking and drop a note into the other channel if I can’t find it

timber nymph
#

did you look through here?

supple cove
#

no

timber nymph
#

fully skinned rigged and animated

supple cove
#

that looks like Alloy on the left maybe they’re have look alikes for my character

timber nymph
#

what kinda thing are you doing?

supple cove
#

some mad max like characters

#

Oh btw it wasn’t Adobe premier it was after effects

#

I think that has some basic rigging. Prolly not 3D tho

timber nymph
#

yeah AE does some animating but definitely not what you want

#

it does some 3d

supple cove
#

ok

dry latch
#

can any kind angel help me set up a smoothing curve for my recoil ? that would be super appreciated since i'm struggeling a lot x)

timber nymph
#
plush yew
#

there is a better (performant) way to set a movement by a switch-button like?

sharp crest
#

is it possible to have multiple atmosphere actors in a level? when I put more than 1, only one of them is visible..

plush yew
static folio
#

Seems ok to me udas

plush yew
#

(y)

#

if I am not mistaken I read somewhere that tick events are bad

#

but it was the only solution I found over the internet

static folio
#

People can misuse tick, but eventually you need to work with it

candid yarrow
#

Using tick for the player pawn and player controller is absolutely okay. How many players do you have on the one machine at most? You should watch out for blueprint tick on objects that get placed a bunch through your level, and can toggle off tick for actors that aren’t relevant right now, but don’t try to stop using it ever

light thunder
#

Why won't the editor just leave me alone?

naive kindle
#

If I have a spring arm on my pawn and I control player input in my player controller, how do I change the length of the spring arm from the player controller

#

I tried something stupid with interface but I don't really know how interfaces work

#

the error is "accessed none" which im not surprised at because I don't know how interfaces work

grim ore
#

so you just need to talk to the thingy and tell it what to do, so 2 steps. so our first step is to find the thingy

#

first stop is where are we calling this from? is it the a thingy that has the thingy or a thingy that wants to talk to something else that has the thingy

#

based on what you are saying its the second, so we have to get a reference to the other thingy

naive kindle
#

ye

grim ore
#

we know that we are in the player controller, and we know the pawn has the thingy we want.

#

assuming its the controlled pawn, the easiest way is to just get the default pawn or default character (depending on what you controlling)

#

that gets a reference to the other thing that has the thingy we want ( the spring arm )

#

now we need to determine is that other thingy (the spring arm) always on the other thing (the pawn/character) or not?

#

presumably no, pawns and characters do not have spring arms or cameras on them by default (inherited from the parent class)

#

so we need to either go "hey do you have a spring arm" and go with that, or if we know a certain class has a spring arm (you designed a custom class with the spring arm yes? if so we can treat that pawn as that class (by casting to it)

#

so we are on that step. We need to either get the spring arm component generically, or we need to cast to the specific class that your pawn is. which one will we do?

naive kindle
#

I think I want to get the spring arm component generically

#

so do I do an is valid thing when trying to get the spring arm component from the reference

grim ore
#

so then we want to drag off the get controlled pawn and look for the get something component node

naive kindle
#

ok

grim ore
#

something being the name I cant remember lol, loading up unreal now

naive kindle
#

there's get component by class

grim ore
#

is valid is ok, but nothing we need to worry about right now and you will see why in a sec

#

get component by class, sounds good? we know we want the spring arm class yes?

naive kindle
#

found it

grim ore
#

sounds like it might be it. now it returns nothing or a valid spring arm if there is one

#

so now we would do a valid check because we only want to talk to that spring arm if it exists yes?

naive kindle
#

yep

grim ore
#

so in the end maybe something like this?

#

obviously hooked up lol

naive kindle
#

yes it works!

grim ore
#

we take some assumptions here, that there will be only one spring arm for example

#

but the process we did is the same process you use when you are doing stuff like this, just walk it thru and answer the questions

#

and only one way to do this, you could use generic interfaces, You could cast to your specific pawn instead of get component, you could have your pawn tell the player controller about its spring arm when it starts up, etc.

naive kindle
#

yea

#

im not too familiar with casting

#

I'll probably read docs or watch a video

grim ore
#

yep you should, its useful. Its basically treating something like something else

#

a dog and a cat are animals, you might have an animal in the world that is either a dog or a cat. The dog can bark and the cat can meow. If you get that animal and cast it to a dog, its now a dog and you can do dog stuff. If you get the animal and cast it to a cast, its now a cat and can do cat stuff. If its an animal that is really a dog and you cast it to a cat, it will fail since a dog is not a cat.

#

in your case if you got the pawn (pawn is generic), and cast it to your specific pawn class (lets call it MyPawn) then it would be treated as your custom class and it would know what was on it (spring arm, camera, hit points? etc) which is all stuff that is not on the generic Pawn but specific to your custom class

#

none of that part matter tho unless you do the first part which is actually getting the reference to the item you want to work with first (Get Controlled Pawn) which is why casting confuses people

naive kindle
#

sounds pretty interesting

grim ore
#

its a basic concept in programming, can be referred to as inheritence

#

to put it into a grand perspective, almost EVERYTHING in the world that exists is an Actor at the top level

#

your custom Pawn can also be treated as a generic Pawn (the parent) and that generic Pawn can be treated as an Actor (its parent)

#

and one level down a Character is just a custom Pawn lol

naive kindle
#

yea lol

grim ore
#

but in the end, super powerful once you learn it and how you can make simple stuff do awesome stuff

supple cove
plush yew
#

Question, is it okay to not make your geometry perfect? Take for instance a house, floor poking out of the exterior if you're not gonna see them anyway?

gusty epoch
#

hahah hey!! @grim ore I love your tutorials!! they've practically saved my game jam game lol

#

btw where would i ask a question pertaining to audio assets made for 4.24

#

cuz my issue is a have some assets i bought for 4.24 and they havent been updated to 4.26 yet. theyre only audio though so i figured there must be some way to adapt them to 4.26. crazy specific issue but i cant find any forums for it

broken heath
#

I have 4 unreal versions installed and when i want to install the fifth it says Install location error you do not have permission to install too ...

topaz eagle
#

Is anyone here experienced in programming sidescrolling rpgs?

grim ore
#

@gusty epoch if from the marketplace you can probably just add them right to your project. If the raw .uassets you can install 4.24, open the assets, and migrate them up to your 4.26 project.

gusty epoch
timber nymph
supple cove
timber nymph
#

oh of course

supple cove
#

❤️ Check out Weights & Biases and sign up for a free demo here: https://www.wandb.com/papers
❤️ Their mentioned post is available here: https://wandb.ai/jxmorris12/huggingface-demo/reports/A-Step-by-Step-Guide-to-Tracking-Hugging-Face-Model-Performance--VmlldzoxMDE2MTU

📝 The paper "Monster Mash: A Single-View Approach to Casual 3D Modeling and...

▶ Play video
broken heath
#

Can unreal install more than 4 versions?

supple cove
#

Automatically create 3D models and with animation and rigging from your sketches

#

FYI I didn’t make it. But it appeared on my notifications

steady bronze
#

incase u guys have artstation

#

theres a promo code going on that lets u have pro

winter gale
vernal matrix
#

When loading levels, by doors, like going into dungeons, how do you tell the engine to place you back at the door or set location when entering and leaving

narrow plaza
idle merlin
#

Where can I report an issue to epic games?

Found a bug with Physics Constraints... Setting 2 objects to movable, the bottom object to simulate physics as a default setup. Then if I move the top object during runtime by sliding on the transform values, it work as intended... Until I let go. Then object 2 forgets about the constraint and just falls.

Can reproduce issue in 4.25 and 4.26, and 4.26Chaos

bronze vault
mental kettle
#

Hi, can anyone help me figure out how to create custom windows in Python in Unreal, if that's even possible. Thanks

idle merlin
#

Thanks @bronze vault

hearty dagger
#

Is there a way to combine an upper and lower body animation in the sequencer?

idle merlin
#

Does anyone know how to "reel" in an object using a Linear Constraint? Linear Motor seems to do nothing, am I doing something wrong?

bronze vault
#

@hearty dagger If nobody gets back to you here, try #animation someone there may have an idea.

hearty dagger
#

Thanks didnt see that

idle merlin
#

jp being a legend and actually helping people 😆

#

I see so many questions just thrown into the void 😆

narrow plaza
mental kettle
#

I figured I will use Editor Utility Widget

#

Thanks!

short onyx
timber nymph
#

me when I realized how much time I wasted doing everything in c++ instead of just the critical stuff

gloomy ginkgo
#

how can I update my old version of ue4 instead of downloading the new version?

idle garden
#

You cannot. You will need always to download the newest version and remove the old one

gloomy ginkgo
#

but I remember there was a update thing

#

auto update

regal marsh
#

Can i use UnrealPak.exe separate from UE4 itself?

cloud comet
#

Is there any detailed tutorial for multiplayer using blueprint?

idle merlin
#

Guys... I'm really struggling here... How can I use a linear motor on a physics constraint to pull the sphere towards the cube? Sphere is set to simulate physics, both objects have mobility set to moveable. And the physics constraint has it's motor enabled, with the following settings (next pic coming)... But nothing happens. What am I doing wrong?

idle merlin
#

Insert awkward cricket noises

sly wagon
#

I would help you but I also have cricket noises inside my head

#

aka I have no idea how to help and its 5am and I should sleep

light thunder
#

What does this mean " meshes in "mapname" are out of date compared to landscape splines in "mapname" rebuild landscape splines - WTF

dire lantern
#

AI Movement works perfectly fine in Editor but it doesn't work in Packaged Shipping Game

#

Could anyone help me out with this one I'll sincerely appreciate it

spare kernel
potent bridge
#

Question because I'm curious, how would armour sets work in Unreal 4? Would I need to make a model that contains the torso + armour peice each time? Can I just attack it to a bone? (This presents issues since it could easily go through the model), how would it be done?

dawn gull
#

apparently its a driver thing

spare kernel
#

yeah i updated my pin, with some known good versions

covert pollen
#

can billboards have a z-index?

dawn gull
#

oh ok, nice

lusty carbon
#

How can I add a custom rotator to a world aligned texture shader?

paper axle
#

Is anyone else having issues where their controller is no longer working in Unreal unless it's plugged in on boot up?

#

Edge cases are that it's an Astro C40 controller. It used to work just fine but now I have to reboot my pc to get Unreal to recognise it. I've tried restarting Unreal after plugging it in and just nothing.

dawn gull
#

How do I see if a coordinate is in a certain radius of another coordinate?

wanton lotus
dawn gull
#

I'm already using the distance node, it makes a cube when I loop over

#

I have a cave system that works by spawning cubes and I used a distance function and it just cut of the edges, I want to turn it spherical

next badger
#

well, it seems some issue in your logic, distance is omnidirectional

#

2d is circle, 3d is sphere

dawn gull
#

makes a straight edge all the way down

exotic thicket
#

like I said yesterday the distance check is likely not the problem here... you could try increasing it past 15 to see if it affects it. It's possible the edges just are a little bit too far and thus don't get created

#

it also depends on where the center of the block is because I'm assuming this is based on get actor location or something since it isn't visible in any of the pics you shared

#

so if the block is generated around the center, or if the block is generated so that the center of the actor is infact in a corner, that would also affect it

dawn gull
#

It spawns around 0, 0

#

and this is 16

#

15 and 16 look the same

#

i did 20 and it also looks the same

exotic thicket
#

how big is an individual cube?

dawn gull
#

.01 units

exotic thicket
#

Oh that's tiny, it looked way bigger lol

dawn gull
#

yeah its just what fit in the grid

#

whats the pastebin for nodes? i can send the code there

#

I would just send a screenshot but it’s super messy and spread apart

covert pollen
#

You can manually select this as the driver I think, helped me a lot

wanton lotus
# dawn gull .01 units

At 0.01cm your generated sphere of cubes should have a ton more edges with a radius of 15cm. You completely positive it isn't spawning these cubes a different size than you intend them to be?

dawn gull
#

yes, its a set variable

potent bridge
#

Repost since it got buried:
"Question because I'm curious, how would armour sets work in Unreal 4? Would I need to make a model that contains the torso + armour peice each time? Can I just attack it to a bone? (This presents issues since it could easily go through the model), how would it be done?"

covert pollen
potent bridge
#

Interesting. Yeah I could do, and the armour will be to scale, it just needs to bend with the body, especially with something like a torso.

dry latch
#

PLEASE, Im looking to add a timeline curve for smoothing my recoil, can I stream someone to help me ? I can't make it to work !!

steep timber
#

hi has someone a idea why my icon is dark grey while "color and opacity" is set to white ?

dry latch
#

it only reference opacity

#

check in the blueprint graph see if you have a value to change

potent bridge
#

@covert pollen So normally you'd want to use a skeletal mesh for armour right?

covert pollen
#

for things like helmets you might not need it to be

potent bridge
#

Yeah thats basically what I meant, that makes sense. Wonder if my brother knows how to.

covert pollen
#

as it only covers one bone

potent bridge
#

hes the resident 3D modeller.

#

I'm on the programming side.

covert pollen
dry latch
#

I don't think so

flint dagger
# steep timber

Have fun understanding UMG's bullshit. You want to tint the image. 😛

steep timber
flint dagger
#

Welcome to UMG, home of the 'none of this makes sense.' :3

#

Honestly, Slate in C++ isn't much better.

robust marten
#

What do you guys suggest is the best way to go about sorting the inventory with tabs similar to Oblivion? (Weapons tab, armor tab, consumables tab, Misc tab, etc)

covert pollen
robust marten
#

Currently mine just displays ALL the items on one tab

robust marten
#

widget*

covert pollen
#

depends on how you're adding them to the view i guess, you can just loop over all of them and if they meet a certain category only then add them?

flint dagger
#

Sounds just like a data table.. Or if your items are already in different classes, weapon, armor, consumable, then just filter by that.

robust marten
flint dagger
#

So depending on the tab, loop over the object list and only add items that are of the category selection type?

uncut pebble
#

hello, since iu have the 4.26.1 i have strange bug

#

after a moment of use (maybe 30 min ou 1H), when i did i right click, the contectual menu show and disapears
I must restart UE4.

robust marten
flint dagger
#

I mean, assuming your widget for the menu itself is dynamically populating an 'item' widget that you can customize the text of,

#

then just regenerate the widgets in the list.

paper axle
#

@covert pollen I'll give that a try, thanks

mighty badge
#

how to setup collision for skeletal mesh to give bone names back im taring to parent arrow to a bone

covert pollen
dry latch
#

still can't figure out how to smooth recoil..

dawn gull
#

@dry latch literally the first result on google

dry latch
#

no

#

it is not that

#

basically

#

I have this

dawn gull
#

i know how smooth recoil works

dry latch
#

but I can't figure out where to put a curve/timeline

dawn gull
#

all you have to do is add the smooth recoil code from the video to your own code

#

it shows you how to do that

dry latch
#

even for an AR ?

steep timber
#

i made a inventory and want to open and close it on "b" but every time i close the inventory all my items inside it get deleted. is it possible that "remove from parent" completle destroys the inventory and if y exists a panel to just make it invisible ?

dawn gull
cursive estuary
#

Hey, Im trying to generate vs project files but i get this error

Running C:/Program Files/Epic Games/UE4/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="D:/ARC/UE4_CPP/Zenithal/Zenithal/Zenithal.uproject" -game -rocket -progress -log="D:\ARC\UE4_CPP\Zenithal\Zenithal/Saved/Logs/UnrealVersionSelector-2021.02.28-20.18.41.log"
Discovering modules, targets and source code for project...
While compiling C:\Program Files\Epic Games\UE4\UE_4.26\Engine\Intermediate\Build\BuildRules\UE4Rules.dll:
error CS0042: Unexpected error creating debug information file 'c:\Program Files\Epic Games\UE4\UE_4.26\Engine\Intermediate\Build\BuildRules\UE4Rules.PDB' -- 'c:\Program Files\Epic Games\UE4\UE_4.26\Engine\Intermediate\Build\BuildRules\UE4Rules.pdb: Access is denied.
ERROR: Unable to compile source files.

dry latch
#

i'm looking for this kind of follow up

dawn gull
#

yeah just add a really small camera shake

flint dagger
#

Alternatively, you should have your Intermediate and Saved Folders added to your .gitignore or .p4ignore files.

#

These folders should not be on source control.

cursive estuary
cursive estuary
#

I also tried to make it always run as administrator

#

But it didn't work

frozen pond
#

hi, i have werid problem with plugins, i'm trying to add UIWIS to my project but every time i add it and restart unreal i'm getting

#

Failed to load /Script/UIWS.UIWSInteractorComponent Referenced by SCS_Node_17

#

and component removes itself

worn copper
#

I have problem with unreal engine new water system not working properly on large landscape of 8196x8196 (8x8Km). Have any one tried it with large landscape.

Because water system working perfectly on small landscape.

frozen pond
#

tiled*

#

8x8km too, still wont render any water

worn copper
#

It is working perfectly on small landscape

frozen pond
#

yeah, but i wanted to make it work on world composition and nothing happens 😦

timber steeple
#

Hey Guys, I was testing out some things.... You see the tree in middle is not getting shadows, while the smaller tree is giving shadows.

What wrong am I doing in the cascaded shadows section? I have also turned on distance shadows...

worn copper
#

If water not rendering completely then. Increase size of watermesh Components. It will render...

But still my river floating in air. And also it is not interacting with ground

  • Landmass Enabled
  • water plugin enabled
worn copper
frozen pond
#

just readed that, you make me sad 😦

worn copper
frozen pond
#

yeah it works fine on normal landscapes but as @plush yew says - it wont work on world composition so i either i just make big 8x8 landscape, or i will look for other solution :/

willow marsh
#

Random question: Anyone know of any good brawler blueprint tutorials?

worn copper
uncut pebble
#

hello, since iu have the 4.26.1 i have strange bug
after a moment of use (maybe 30 min ou 1H), when i did i right click, the contectual menu show and disapears
I must restart UE4.

light thunder
#

If you have an actor with a 4k Texture, and that is on a streamed in level, and you delete that actor, that 4k DOES get freed up from memory right?

plush yew
#

why doesn't the landscape lod manager give me great automatic lods? it's very bad at preserving the form of the landscape

covert pollen
plush yew
#

its hard to undrestand that landscape lod system in general

covert pollen
#

i mean try making a sphere with 4 points

#

if you catch my drift

plush yew
#

i already have a landscape

#

how do i make a landscape sphere

covert pollen
#

no i mean its just not gonna happen, you cant really make a sphere out of 4 points, because there arent enough points to make the shape lol

#

so if you are aggresively LODing the landscape its going to have to sacrifice its shape

plush yew
#

im not doing that i gues

mystic apex
#

the import button is grayed out,can anyone help me?

flint dagger
solid hull
#

I’ve been making a map for an online game. Is it possible to load up the whole game world in unreal engine and export it to a large image? Or simply browse through the ingame world using the unreal engine program? I have been able to extract all of the game files from the .pkgs. but I don’t know the next steps to take. I do have lots of experience with autocad, revit, and 3dstudio. I am in need of a mentor.

mild pulsar
#

Going through a course. Teacher has this PawnInputComponent0 after he presses Play button:

#

But I'm not getting it:

light thunder
mild pulsar
#

He copied DefaultPawn and named it DefaultPawn_PB, I did the same

light thunder
#

you are correct so open up that BP, I was wrong earlier because you at least have the same NAME but not the same components, so open up that BP and see what components you have

cursive estuary
light thunder
mild pulsar
#

I'll go check which components he had when he created the pawn and compare it to mine, brb

light thunder
#

Access Denies is not a very good error message - you probably would have figured it out if it had said, "Unable to write to file"

mild pulsar
#

Well, a few videos ago he copied DefaultPawn from the Blueprints menu like this:

#

And added Grabber component there, which I did as well(this is his DefaultPawn when he added it):

#

And set that new DefaultPawn_BP as a new default pawn in the game mode, I did that as well. Next one below is my DefaultPawn_BP when I'm supposed to get the InputComponent in UE4:

grim ore
#

well pawn input component seems like a custom component that is being added, not one built in. especially since it has the 0 on the end of it it sounds like it is being spawned

#

your class does have support forums you might want to check out, I know that there are issues with those courses from time to time over age

mild pulsar
#

Thanks, I'll go read it now.

glacial pecan
#

When I use the "Send To Unreal" Blender plugin, nothing gets added to my map. I just get imported meshes... is there a settings to add all imports to the map, in the same positions as in the Blender scene?

mild pulsar
#

You only need to leave Config, Content, Source folders and .uproject file, you can safely delete everything else, like .vs and Intermediate folders.

#

For whatever reason, it can't write to your UE4Rules.pdb file to update the debugging symbols, so delete that whole Intermediate folder as well as all other folders you don't need to regenerate the project.

cursive estuary
#

I tried to open the editor with admin then from the project browser opened my project

Seems to be working now

#

Weird error tho cos generating project files did not work even tho ive given the unreal editor always open as admin permission

rigid belfry
#

how do i make this event fire for each int i have in array without causing an infinite loop?

grim ore
#

you loop thru the array

somber rover
#

What's the best way to keep players from falling thru the landscape before the level loads?

grim ore
#

@somber rover dont spawn them in until it loads?

light thunder
light thunder
# glacial pecan When I use the "Send To Unreal" Blender plugin, nothing gets added to my map. I ...

There is a way to do this but it's a bit more involved - you have to first make sure you have them in the orientation you want in blender - then you import the scene, make sure they are all in the MESHES container in blender - when you bring them into unreal you will have like multiple separate static-meshes for each one of your objects in Blender - you need to then add those to a blueprint and it SHOULD keep the exact same locations relative to each other

#

Problem is, you can't take advantage of certain optimizations, like using them as static meshes only, so they can't be in HLOD's (the LOD system SHOULD work though)

light thunder
#

@glacial pecan You can make an editor utility (blutility) that lets you basically make a blueprint function that runs in the editor - make one that takes an actor as an input, and from that, make a "get all components" or "get all children" - then for each child, you get it's relative location, then spawn actor from class into the world, (in this case, a static mesh - then set that static mesh to the same as the child components (you probably will have to get static mesh from them, it probably won't let you do it from just a child node ) - then you spawn to whatever location (or you can use get editor selection and you can right click anywhere in the world to run the script and it will take basically the location of wherever you right clicked) spawn it there and just "add relative offset" to that new static mesh's location

#

Hopefully that gives you an idea, I can walk you through it later- while you are protoyping you can just make this a blueprint actor and run it at runtime/simulate because the editor utilities, it's not easy to step through to debug (you have to just console output)

#

Long story short - You basically drag and drop all of the static meshes into blender, onto a blueprint actor, where it should be in the right positions. Then you use editor utility blueprint to get those relative locations and spawn them in the world

#

You actually might be able to just drag and drop them from the blueprint this way too - but only for very simple arrangements

#

@glacial pecan he is right about this and it's fine for checking how they look and everything but ultimately you don't want them to be in your world like this, because you will always have problems manipulating them if their origins are off - My understanding is that if you bring them in together they will have a different LOCATION but each mesh should still have the same origin @plush yew can you confirm this for me so I'm not giving bad advice - I remember bringing things into a blueprint and them going immediately to the right relative location INSIDE the blueprint, but they still had their correct origins so I could manipulate them easily/natively

#

Snap origin point but it's a temp fix

rigid belfry
#

is there a way of adding one individual element to an array? right now i am just adding 1 element

#

normally i'd just say something like
Function SpawnActor(Repeat)
but i have no idea how to write it in blueprints

ebon geode
#

set array element?

rigid belfry
#

this is printing 0 so it means there are no elements in the array

coarse turtle
#

What after 8129x8129 in Recommended Landscape Sizes?

floral bear
#

I got a question, I'm setting up Steamworks redistributables on the SteamAppID i'm using for my UE4 project, and I'm wondering, what does the UE4PrereqSetup_x64 in the extras folder install?

glacial pecan
rigid belfry
#

insert seems to be adding a new element into the array. now, how do i tell the engine to add X amount of elements

#

insert doesnt let me add a set amount of elements, it just does it once

ebon geode
light thunder
#

Otherwise you'll always have to guess what happens and it makes learning how unreal operates much harder

autumn flame
rigid belfry
#

this is the setup i have right now. when cubes spawn, the get assigned random values based on a data table. i am writing a spawner actor that lets me control if and how many cubes i need to spawn

rigid belfry
#

how do i make a custom event loop based on a number of times

#

i am actually considering just writing it in cpp

glacial pecan
#

And thanks, btw! 🙂

rigid belfry
#
The Resize node takes in an array and an integer for the new size of the array. If the resized array is smaller than the original, all elements that do not fit in the resized array are dropped. If the resized array is larger than the original, empty elements are added to the end of the array.``` 
maybe this
#

this works 👌

quartz grotto
#

How to choose a character

#

In UE4

distant totem
glacial pecan
#

But yeah, it's not the first time that Epic has signalled that a clean level hierarchy doesn't matter. 😄

narrow mauve
#

Let's say I wanted to utilize the available engine limit of 20x20km in a tiled landscape..but I wanted more..i wanted double..would it be 'silly' or actually a good idea to scale all the objects and players to 0.5 their normal scale. So if the landscape itself is 20x20km..but everything in the world is half its scale..its almost the same as having a landscape that is 40x40km

distant totem
distant totem
kindred viper
#

it does translate fine

#

well it does on bones at least. now I think about it... pretty sure it does on meshes but hmm

narrow mauve
#

?

kindred viper
#

the export/import shuffle offers the option for merging meshes but I can't remember what STU did as I don't use it 😮

light thunder
#

As far as I understand you should build walls in blender, but assemble in unreal - if you have a consistent workflow for making sure your world origins are matching up with your mesh sizes and distances, then you can easily assemble components in the editor by setting your snap distance to a factor of you meshes distance (if distance is 1000 cm, you can set snap distance to 100, and 10 times will move them together l

kindred viper
#

send to unreal

#

i remember it had the specific folder structure for mesh/skel/other

glacial pecan
#

I'm exporting a house 😛

kindred viper
#

collection rather

glacial pecan
#

it's pretty clear what the Send To Unreal plugin was made for... and a house is not it

kindred viper
#

indeed

#

but theres no real reason why it can't just send the meshes

glacial pecan
#

it does that, but it doesn't send the hierarchy

distant totem
#

can confirm that parented static meshes do not transfer over

#

just tried it

glacial pecan
#

Even paid for it... works great

distant totem
#

only the top mesh in the hierarchy. yeah for arch viz stuff datasmith is essential. also make sure you learn how to use the dataprep recipes

#

will save you years of importing issues

glacial pecan
#

Going to head over to his Discord now, because unfortunately, I got some errors on my model on that plugin 😦

distant totem
#

your going from blender to unreal with this scene? or is it coming from a CAD software?

glacial pecan
#

CAD orginally... textured in Blender, and now on its way to Unreal

distant totem
#

if I were you, I would take what you have in blender, get it into 3DS max, and use their datasmith exporter, I guarantee your scene will come over perfectly

#

what kind of drawing file is it? dwg?

glacial pecan
#

I've used that at work, but I don't have licenses at home.

distant totem
#

same here, I use a trial every time I need it 😉

#

at home

glacial pecan
#

I exported an FBX from Rhino for what I'm currently trying, actually

distant totem
#

pretty sure Rhino has a live link now for unreal

glacial pecan
#

(And I'm wondering if that's why I get this in Lightmass...)

#

(That's with Send To Unreal, btw...)

distant totem
#

yeah you will have to change the resolution on meshes after importing them. In my case some of our drawings had 75k+ meshes. Use dataprep to set the light resolution and anything else on import timne

#

it will get all meshes and apply any settings you would change in the static mesh editor

glacial pecan
#

@distant totem I don't think Dataprep can set a lightmap pixel size yet, can it? only a "coarse" or "fine" setting or something? I haven't tried it since last year, but I remember bugging @abstract valve about it earlier 🙂

green prairie
#

Hi Guys... I have a question I've been battling for years now, and now I give up..

Question:
How do I make my enemy not interrupting himself while he is doing an attack animation? I of course have made the Bool "IsAttacking" That I turn it ON when he starts the attack, and turn it OFF when he is done. And then set in branches everywhere, making sure he is NOT doing anything else while he is attacking..

But yet, he is often interrupting him self when attacking, and starts doing something else, like walking, or turning or whatever..

Is there something I can do to absolutely make sure that his AI is not deciding anything new while he is attacking?

grim ore
#

yes, dont run any other AI commands when attacking

#

like, if using a behaviour tree use a selector that chooses if he is attacking or not, and if attacking nothing else is under that tree but the attacking stuff. and dont have it finish until the attack is complete

green prairie
#

I'm using blueprints straight, no behavior trees (too complex for me at this point

grim ore
#

welp your running into the issue with doing it by hand, so much code all over the place touching 😦

#

time to re iterate and think it over again see if you can figure out another way

#

but your logic was sound, if you always check if they are attacking and abort the action if attacking it should work. The fact it's not means something is not checking or obeying so start debugging and watching when it happens and trace thru the code

green prairie
#

Yeah.. Thinking about it, I realize I just have to redo the AI, cause it's kind of messy right now, and I have learned since I made the AI 🙂

plush yew
#

lol i have an asset called fourplayer xd

blazing pagoda
#

Hi, I have been having a lot of trouble figuring out how to optimize a map for VR on the quest 2. If using the link cable i can get perfect frame rates but when i package on the quest i drop down to 45-60 fps in certain spots of the map. if i look out the edges where almost nothing is anymore it goes up to 72 fps. I've done almost every recommendation in project setting that i could find from researching. Ive only gotten to 50-72 fps because of getting rid of majority of the map. I cant really get rid of anything else though. Using the OVR Metrics Tool shows me that when it drops to around 50 fps my stale gets up to around 40-50, App T gets up to around 20k, and GPU is around 96. What more can i do to get my fps up higher? Im using static lights, nothing is casting shadow, ive tried getting rid of all the transparent glass material.

granite hound
#

Hi, why can Ark publish the Mod Creator on EpicGamesStore and not in the GitHub Repo as we are told in FAQ? Do they have some extra agreement?

wanton lotus
naive glacier
#

Hello everyone ! I am creating a poll to learn more about the issues you're facing while learning or working in the 3D industry. I will be forever thankful If you can help me with 2 minutes of your time. The link is below. Thank you!

https://bit.ly/3bNlB9N

midnight bolt
#

with "END" key you can drop actors to floor. is there a reverse to it, stick actors to ceiling?

grim ore
#

no but you can create an editor utility widget to duplicate that or a generic actor Blueprint with the contruction script set to do that. neither are as simple a a built in hotkey tho 😦

prime willow
#

@grim ore With the bluerpint nodes you can just turn a mesh's skin blue right

#

or should i import it with a blue skin texture o-o

#

i know ive turned other textures different colors lol

grim ore
#

if the mesh is set up to do that yep

#

your material would be white for example for the base color stuff you need, it would be hard to make a red person blue for example but tinting white to blue is fine

plush yew
#

I was thinking I could mess with the material shader and add blue or red tints to it

#

So it looks like a mutated to red sort of look o-o

#

I've done so with objects materials so I think it shouldn't be all that crazy to make it work for human skin

grim ore
#

yep the material stuff isnt too hard to do things like that, its more prep work than anything to set up what should and shouldnt be changed

plush yew
#

Yup yup

#

That's the goal :>

#

I also gotta figure out how to make transparent materials so you can see right through objects like glass for example xD

#

It shouldn't be hard I think so ill give it a googling soon

grim ore
#

well you just change it to translucent then tell it how much each pixel is translucent and done lol

plush yew
#

O.O

#

In engine or blender?

grim ore
#

the trick is making it look like glass, in engine. its the material that does it

plush yew
#

I know how to do that in blender

#

Yush yush I need to severe my races arm and give it that transparent look :D

grim ore
#

theres some decent glass tutorials out there plus some glass in the learning content to look at

plush yew
#

Oh nice nice

#

Okie ill check it out in just a sec

#

Thanksiess <3

grim ore
#

but if you just want it to be transparent its just setting it to 0 for opacity on that pixel and its not there lol

plush yew
#

Even better

#

That's the goal lol

#

The arm is suppose to have a sort of floating hovering effect

#

So that works perfectly xD

#

I can apply that to the material right?

#

Just opacity to 0

grim ore
#

that is part of the material yes

plush yew
#

:DDDD

misty wharf
#

Does anyone know if it is possible, using an animation state machine, to have multiple entry points? Right now my entry point is just the Idle animation, but there are some scenarios where I would like the character to begin on a different animation on level load.

grim ore
#

i dont beleive so but if your entry is not idle but a selector, that then goes into whatever, you could just set that selector on load and it would give a similar effect?

rare wagon
#

Please point me in the correct direction if this isn't the correct channel. I am looking for some assistance in solving a crash issue with light-map encoding when building my lighting. Here's the error code:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000000

VCRUNTIME140
nvtt_64
UE4Editor_TextureFormatDXT
UE4Editor_TextureFormatDXT
UE4Editor_TextureFormatDXT
UE4Editor_TextureCompressor
UE4Editor_TextureCompressor
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

Working on a personal project, trying to build the lightmap. I keep returning these errors. I tried to Run as Administrator and update Unreal Engine (now 4.26.1).
I have a suspicion this is getting caused by me putting compression on some foliage actor textures (pulled in at 4k, too big to handle, so I set Max-res to 2k and compression quality to medium). Though, it's been quite a while since I have built the lightmap so I'm not 100% when the problem actually started.
Any help would be appreciated, I haven't had any luck on the forums.

grim ore
#

that crash wont help anyone, you need to install the debug symbols and crash it again for the real location of the problem